Many A Tome of Forgotten Lore

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Many a Tome of Forgotten Lore


Lore descriptions for Wraith: The Oblivion

by J. Edward Tremlett (https://web.archive.org/web/20080703183328/mailto:reggies_ghost@hotmail.com)  (Wraith: The Oblivion


(https://web.archive.org/web/20080703183328/http://www.nocturnis.net/games/oblivion) | Ashes of Stygia (\"http://www.nocturnis.net/projects/ashes_of_stygia\") | Resources)

One of the problems with taking Lores of any kind is the question of what, exactly, they mean. What's the difference between Wraith Lore 1 and Wraith lore 3?
When might your character be eligible for an advancement? What could you expect a character with a Wraith lore of 1 to know?

To try and clear this up, we present the following lists of what each level of each Wraithly Lore could contain. It is more of a guide than anything else: after all, a
wraith might be told about Transcendence by his Reaper, yet still only be eligible for Wraith Lore 1 based on other factors. It’s also just an opinion, and can be
tweaked and twiddled with by Storytellers to their hearts’ desires.

The Wraith System’s Lores are:

Wraith Lore: Who we are, what we are, how we are, where we are
Hierarchy Lore: What it means to be a Legionnaire
Guilds Lore: No, we weren’t broken...
Heretic Lore: Who’s uplifting whom, and why
Renegade Lore: Who’s inciting whom, and why
Freewraith Lore: Who’s saying "none of the above"
Legion Lore: How things are in one Legion
Guild Lore: How things are in one Guild
Other Group Lore: How things are in one Cult, Gang or other group
Tempest Geography: What’s all out there, and what’s in it
Spectre Lore: Fleeting glimpses of the other side of the coin
Necropolis Secrets: This city is built on lies -- here’s the truth...
Restless Lore: Secrets ordinary Wraiths were not meant to know...

Note that these Lores, and the majority of this article, is written from the perspective of running a Chronicle set prior to Stygia’s fall, including ones set during
The Great War. A list of Lore information in post-Stygian times would be a lot shorter and simpler. This month we decided to be masochists: in future months
we’ll write up Lores from the standpoint of a more contemporary Chronicle.

Wraiths could always learn general Lores of other groups, too -- Vampire, Mummy, etc. -- but they would take them from the standpoint of an outsider looking in,
and would be rife with mistakes, misconceptions and misunderstandings. The only things they can be 100% sure of are their own system’s harsh truths and
realities, and sometimes even they can be misleading or ill-advised. Storytellers should be careful in letting their players know what their characters could know,
and players are encouraged to come up a number of falsehoods for their characters to be laboring under.

New Rule: "Phantom Dots"


Part of the problem with using Lores is making someone take them in order to know even the most basic of matters.

When you’re dealing with characters, you would assume that there’s some things they just generally know as a matter of common sense: these things hurt,
these things heal, these things help, these things are needed. But then, part of the system is that if someone doesn’t have a dot in a Knowledge, they do not
know these things, and ignoring the rule sets a scary precedent -- "Sure, I know how to make napalm..., doesn’t everyone?" But is it fair to make someone
spend their points taking Lores when they could be spent on other things?
And there is also the matter of what to do when someone gets undeniable proof of the existence of something otherworldly, such as when a Werewolf first
appears before your Vampire, or your mortal survives a Nosferatu’s attack. Should they have to pay experience just to say they know that such a thing is really
real?

One way to solve the problem is to use what are known as "Phantom Dots." These operate much like the Phantom Dots from the Jack of All Trades merit: they
are an illusory dot which can be added to appropriate dice pools and rolled, and can stand for a certain understanding of a certain subject. They are a way to
represent the basic stuff your character might have learned without having to pay for them.

For Wraith, such dots represent the 'free' stuff you learned to be able to function as a Wraith and within Wraith Society, as well as understand certain dangers
and other things. It doesn't give you that much, but it’s perfect for a Wraith who’s been out of the caul for just a little while and is still dealing with the whole, wide
world she’s been dumped into.

This is also great for new players who want to learn as their character does.

All wraiths get a phantom dot in Wraith Lore, a phantom dot in the Lore of the character's affiliation (Hierarchy, Renegade, Heretic, or Free Wraith), and if
involved, a phantom dot in the specific Legion or Guild Lore. They may take more if they’d care too, and these should be purchased with dots or freebie points
as usual: they are Secondary Abilities, so they cost less.

In order to raise a Phantom Dot up to a real dot, it costs 3 experience. It then follows the standard progression from there.

What Was Left Out


There are two lores that will not be outlined here. The first is Necropolis Secrets, which is sort of like 'city secrets' for the other systems, but dealing with the
Necropolis that your Chronicle is set within. Storytellers should come up with a list of big secrets for them to come across, and then let your players know
they’re eligible for a Phantom Dot in it, or to buy it up.

The second is Restless Lore, which is sort of like 'Kindred Lore' for Vampire. These are the very large and terrible secrets that have been covered up ten ways
to Sunday and carefully hidden. Everyone thinks they want to know these things, until they learn the price that comes with them. As with Necropolis Secrets, if
your players stumble across it, you should inform them they’ve got a Phantom Dot.

A Crucial Difference
One might notice that there seems a redundancy, above: there’s "Guilds Lore" and then there’s "Guild Lore," along with "Legions Lore" and "Legion Lore." The
difference between the two is that the plural ones -- "Guilds" and "Legions" -- cover large details of such organizations as a whole, like who gets along with
whom, who’s more hated that others, and so on, while the singular ones -- "Guild" and "Legion" -- should be appended by the name of one such group, and
cover the intricacies of that group.

For example, Bob’s Wraith, Sammy, is a Monitor. She has Guilds Lore of 2 and Guild Lore: Monitor of 3. This means that she knows a little bit about other
Guilds out there, all filtered through her Guild’s biases, of course, but knows a fair bit of the truth about her own Guild -- if "truth" is something one would
associate with the Monitors, that is...

Spectre Lore

As is intimated in Spectre Lore’s writeup, ordinary Wraiths will never fully understand just what goes through the minds of the Shadow-Eaten. For Wraiths,
Spectre Lore is much like Vampire Lore: the "understanding" of an outsider looking in and seeing only the most obvious features and few of the subtleties.
Spectre Lore also has a real danger associated with its learning: the spiritually unfortified tend to accrue Permanent Angst at each level...

Wraith Lore

Wraith Lore covers a wide spectrum of information: the facts of Wraithly existence, the layout of the Underworld, the history of the place, and things like that.
Most of these things are facts, or matters that are so obvious that only the most deluded of Wraiths will say or think otherwise once the matter's been made
clear.

But, then again, at earlier levels there's a lot of glaring omissions. Wraiths might also be likely to substitute their own names for more common terms, take their
Shadows' word for something, or else come up with explanations for why things work that aren't quite right. For example: a common misconception for many
Enfants is that the Labyrinth is Hell, or else somehow connected with it. There are a lot of older Wraiths who still feel this way, too, in spite of their time spent
here. Players are always encouraged to come up with some amusing misconceptions for their wraiths to linger under, or at least some real whoppers for their
Shadows to pitch at them.

One thing to remember: Wraith Lore covers things that you could find out with dogged persistence, a willingness to talk to your superiors and a lot of trips to
your Legion or group's library (if yours has one). The way the city really works and the really big, dark secrets no one wants you to know fall under Necropolis
Secrets and Restless Lore, respectively.

Phantom dot: A Wraith at this stage has been given the quick and skinny about her immediate surroundings. She knows she's dead. She also knows a little
about her new body, the group she's in, some powers she might have, how the Skinlands can affect her body here, the fact that she has a Shadow, that she has
Fetters, and that (fill in the blank) is the enemy, and that the Skinlands are separated from the Shadowlands and the Tempest lies just below. She knows just
enough to let her function with some supervision, and she is ignorant of more than enough to get her killed without it.

1. The learning curve has progressed. A wraith knows: the basic political structure of her paradigm, including major factions; that Stygia is both an empire
and a place; her Passions and Fetters and their uses; to go get a Pardoner when the Shadow gets antsy; how to slumber and how to heal; that Spectres
exist and are bad news; common Deathmarks; common hazards of the Tempest and Shadowlands and (maybe) how to avoid them; what the Shroud is
and places where it's Weakest. She knows some Shadowlands history, at least back to the 5th Great Maelstrom.
2. The Wraith has talked to folks outside her group and have heard their take on things, which might be close to, or vastly different from her own. She
knows: the names and descriptions of other Arcanoi and their markings; some uncommon Deathmarks; that soulforged things are made from Wraiths,
though she might not know how; stories about Ferrymen, though their exact nature -- friend or foe? -- is unclear; The names of some of the more
prominent factions of groups outside her own (The Grim Legion, the Pardoners, the Brotherhood of the Black Rabbit, etc.); The Fog and its effects; that
the Labyrinth is bad news; Shadowlands history back to the 4th Great Maelstrom; the reality of Mediums.
3. The Wraith's world has expanded out, and she knows: the names of the major Dark Kingdoms; the names and descriptions of the banned Arcanoi and
their markings; Transcendence's "myth," and something of the Ferrymen's role in it; the importance of cultivating the Eidolon; some understanding of the
Soulforging process itself, though most of the secrets are not known; Shadowlands History back to the 3rd Great Maelstrom; the existence of at least one
group of mortals who seek to help, hinder or harm Wraiths; spotty evidence for the existence of other supernaturals who can affect the Shadowlands;
spottier evidence that there may be more to those stories of "risen" than just stories.
4. The Wraith knows of everything in Dante's Popular History of Stygia (W:TO 2nd ed. pp 59 - 75), which is a hell of a lot. She knows the names of the
minor Dark Kingdoms and has some inkling of what goes on behind the veneer of the Major ones, including descriptions -- however vague -- of foreign
Arcanoi. She also knows the names of more human agencies, and certain supernatural groups, who seek to help, hinder or harm Wraiths.
5. Only the oldest and hoariest of Wraiths ever get this much information, or have the personal time to go find it out. At this stage, the Wraith can say that
she knows damn near everything about being a Stygian Wraith and the lay of the land, including things that no one bothered to tell Dante before he
started writing.

Hierarchy Lore:

This covers the political structure, workaday realities, power relationships and history of the Stygian Government. A Wraith who knows what this Lore has to
often knows how to keep herself covered and live in the power structure, as well as ensure a steady -- if slow -- rate of promotion. Specific information about her
OWN Legion is covered in Legion Lore.

Phantom Dot: Having just been inducted, the wraith knows enough to get by -- barely. She knows: she's in a Legion; that she's following and enforcing the
Dictum Mortuum; that Oblivion is the enemy; that she's a Legionnaire who reports to a Centurion.

1. The Wraith knows: a brief history of the Hierarchy; the names of the seven other Legions and their associated constituencies and Deathmarks, as well as
the titles of their Deathlords; the names of all the ranks; the most common rules and regulations; basic Hierarchy tactics; the location of the Citadel or
Tempest Platform for that city; Charon's role as founder of the Empire and his loss in 1945.
2. The Wraith knows how to skirt around the most common rules and regulations, but still has to watch her step. She knows: how the Legions get along, or
don't get along, within her Necropolis; some of the workings of the other Legions; the locations of the major Legion-held haunts of the city; the locations
of all Maelstrom Shelters; intermediate Hierarchy tactics
3. The Wraith knows how to make the system work for her, now. She knows the obscure rulings and how to bend them, and how the Legions work, or don't
work, together. This leads to an idea of how to play one city's Legion off against the other, but she might not be willing to push it, yet. The political and
social structure of the Necropoli closest to her own are known to her by this point, as are a smattering of advanced Hierarchy tactics.
4. The Wraith knows the political and social structure of the Necropoli of the country she's in, the names or titles of their Anacreons, and how to wheel and
deal with them.
5. The sort of things that only the oldest of Anacreons, and the Deathlords, would know. The entire political structure of the Hierarchy is known to this
Wraith, which opens up unlimited possibilities.

Guilds Lore:

Having Guilds Lore helps to understand what the different Guilds have in common and who could be persuaded to help your own Guild out. It also leads to an
understanding of how to make alliances happen, or keep them from occurring. Specific information about her OWN Guild is covered in Guild Lore.

Phantom Dot: "I am going to be the repository of ancient and wondrous knowledge. Cool-out!" Your Wraith's in a Guild: wow. She knows that the Decree of the
Breaking didn't really do much, obviously, and little else. Is she going to make it past Apprentice?

1. The Wraith knows: some sense of the history of the Guilds; the names of the Guilds her Guild hangs out with or calls ally, how to get in touch with them,
and some of what they can do; basic Guild tactics; why they aren't Renegades;
2. The Wraith knows the names of the Guilds her Guild doesn't associate with, including the Banned ones, and how to contact or avoid their local
representatives in the town. She also knows the larger Haunts their fellow Guilds hold.
3. The wraith knows: how the Guilds work, or don't work, together; an idea of how to get them to band together for brief periods of time, or break them up;
how to find the Guilds in in nearby cities; advanced Guild tactics.
4. The Wraith knows a great deal of not-so-celebrated history of the Guilds. She has an understanding of the fine, multilayered relationships that the Guilds
and their many internal factions have.
5. The sort of things that only the Guildmasters themselves know: the true, unfiltered histories of the Guilds; their interactions and dealings and betrayals;
how the Legions and the Guilds still clandestinely cooperate in spite of the Decree of the Breaking. The entire political and social structure of the Guilds
as a whole is known to this Wraith -- or is it????

Heretic Lore:

Those who call themselves Heretics are as much a fractious lot as the Renegades. There are some things that hold them together: Transcendence and a
healthy fear of the Hierarchy being the main two. Having Heretic Lore helps a Transcendence-seeker to understand what the different Cults have in common, or
don't. It might lead to an alliance or two, or could be used to generate a holy war. Specific information about her OWN Cult is covered in Other Groups Lore
(Heretics).
Phantom Dot: "There must be something more than this! I know the truth!" Knowing of Transcendence and choosing to follow the path to it, the Wraith is now a
Heretic. That's really all she knows at this point, other than to learn to run like hell.

1. The Heretic knows: a brief history of Heretics; why the Guilds and Renegades are not Heretics; some basic Heretic tactics.
2. The wraith's talked to some Heretics outside her Cult and learned some more, or narrowly avoided being stoned into a Harrowing. She knows: the
names and mistaken beliefs of some Heretic Cults that her group occasionally works with; the names and dangerously misled assumptions of the Heretic
Cults her own Cult won't work with; the major haunts of some of her friend and foe Cults within this Necropolis; intermediate Heretic tactics.
3. The wraith knows: how the Cults work, or don't work, together; an idea of how to get them to band together for brief periods of time, or break them up;
the types of Cults to be found in nearby cities; advanced Heretic tactics. The existence of the Risen is proven as a bonifide fact.
4. The Wraith knows a great deal of not-so-celebrated Cult history, including the parts the group doesn't want raw recruits to know -- like the whole "Shining
Ones" mess. She also has an understanding of the fine, multilayered relationships that the different Cults of her country have with one another. From this
vantage point a wraith could make long-range strategic plans and know how to create partnerships -- or destroy ones that exist now -- for her own
benefit.
5. The apex of understanding the Heretics. A wraith who is here has a grip on the true structure of the Heretics, from one end of Stygia to the other. She
knows the true, unfiltered histories of the Cults, and their interactions and dealings and betrayals.

So why hasn't this wraith Transcended yet?

Renegade Lore:

Who's inciting whom, and why? Though Renegade groups are very different from one another, there are some common threads that bind them together. Having
Renegade Lore helps to understand what they have in common, or don't, and leads to an understanding of how to make alliances happen, or keep them from
occurring. Specific information about her OWN Renegade Group is covered in Other Group Lore (Renegade).

Phantom Dot: "Fuck the system, baby, yeah!" The Wraith is a Renegade and knows she's meant to be messing with the Hierarchy (or whatever her group
wants to call it). That's about it. Is she a fledgling member or a patsy?

1. Having survived her first raid, the Renegade is taught some more. She now knows: a brief history of Renegades; why the Guilds and Heretics are not
renegades; some basic Renegade tactics; the existence of the Renegade Lord.
2. The wraith's talked to some Renegades outside her group and learned some more. She knows: the names and beliefs of some Renegade groups that
her group works with; the names and mistaken assumptions of some Renegade groups her own group won't work with; the major haunts of some of her
friend and foe groups within this Necropolis; intermediate Renegade tactics.
3. The wraith knows: how the groups work, or don't work, together; an idea of how to get them to band together for brief periods of time, or break them up;
the types of Groups to be found in nearby cities; advanced Renegade tactics.
4. The Wraith knows a great deal of not-so-celebrated Renegade history, including the parts the group doesn't want raw recruits to know. She also has an
understanding of the fine, multilayered relationships that the different Renegade groups of her country have with one another. From this vantage point a
wraith could make long-range strategic plans and know how to create partnerships -- or destroy ones that exist now -- for her own benefit.
5. The Wraith and the Renegade Lord could have a conversation as equals at this point, or wear one another's' mask with no one noticing the change. The
entire political and social structure of the struggle against the Hierarchy is known to this Wraith.

Freewraith Lore:

Freewraith Lore is a collection of information, contacts and basic survival tips for those Wraiths who stand apart from the other, more noticeable factions.
Although Conclavers and Loners walk different routes, the levels are more or less the same, since word does spread for those who know how to listen. Unlike
other factions, Freewraiths do not get a Lore for whatever sub-group they're in.

There might be a few eyebrows raised at some of the terms below, as that classification of Wraith hasn’t been as well-defined as most other groups have. A
future ELN article will cover Freewraiths both before and after Stygia, but for now, use the following short glossary:

Conclave: (1) a community of Social Freewraiths (2) The Haunt, or haunt, they share.

Freewraith: A Wraith who belongs to none of the other major groups, and either lives on her own or with other Freewraiths. The Hierarchy considers them
Renegades, and some Renegades consider them Renegades, too, but Freewraiths would deny it. They see Renegades as being opposed to Stygia as a whole, and
wanting to destroy it or change it, whereas Freewraiths could care less and just want to be left alone.

GDIs: "God Damn Independents" -- Loners who don’t want to join a Conclave, but don’t mind some company from time to time.

Hermits: Loners who don’t want anything to do with any other Wraiths at all, no matter what group they belong to.

Loners: Freewraiths who wish to not associate with other Freewraiths.

Socials: Freewraiths who hang out with other Freewraiths, usually in a Conclave.

Phantom Dot: The character knows that Freewraiths exist, are not Guildwraiths, and are more numerous than she thought. If she is a Conclaver she knows
where her conclave is.

1. The Conclaver knows of one other Conclave on friendly terms with her own, and the Loner knows another Loner she can deal with. She also knows
some basic Freewraith tactics and signs, and the difference between GDIs and Hermits.
2. The wraith's talked to some other Freewraiths and knows where their Conclaves or Domains are, or might be; intermediate Freewraith tactics and secret
signs; how to spot a potential Freewraith; how to spot someone who might be willing to help out.
3. The wraith knows a bit of Freewraith history, now, and has also learned; advanced Freewraith tactics and some top-secret signs; how to evaluate a
person to see if they're really worth showing them the Conclave; some Freewraith contacts in the nearby Necropoli; where the nicer Loners are to be
found.
4. The Wraith knows a great deal of Freewraith history, and could probably play connect-the-dots with a map of her country's Shadowlands as she knows
where most of its Conclaves or Loners could be found. If the Freewraiths ever needed to organize, she'd be very helpful.
5. "Just call me the Freelord, kid": heard all, knows everyone, and hopefully does not have delusions of grandeur.

Legion Lores (by Legion):

This is what a Legion member would know. Each Legion will have different things available at different levels, as each Legion is different, but some basic truths
are listed below.

Phantom Dot: The existence of that Legion; The location of the wraith's assigned bunkerhaunt.

1. The location of the chief Haunt (or Citadel) for the legion; the location of the wraith's assigned Maelstrom Shelter; how to spot a potential member; the
names and uses of the most common Arcanoi her Group enjoys or allows, and their markings.
2. The location of every haunt the Legion holds in the city; how to spot a potential member while still in the caul; the titles of the Overlords and Chancellors
in this city.
3. The locations of every major Haunt (or Citadel)for the Legion in the nearby cities, as well as the titles of the Overlords and Chancellors in them; how to
evaluate a potential member for placement in the Legion.
4. the location of every major Haunt (or Citadel) for the Legion for the wraith's country, the titles of the Overlords and Chancellors in them.
5. The political and social structure of the entire Legion.

Guild Lores (by Guild):

This is what a Guild member would know. Each Guild will have different things available at different levels, as each Guild is different, but some basic truths are
listed below. If you have any questions, ask the ST or GM who runs that Guild for more information during, or prior to, the character creation process.

Phantom Dot: The existence of that Guild; the location of the meeting place the wraith has been brought to.

1. The location of the chief Haunt for the Guild; a few meeting places; how to spot a potential member; the names and uses of the most common Arcanoi
her Group enjoys or allows, and their markings; the title of the Guildmaster.
2. The location of every haunt and meeting place that the Guild holds in the city; how to spot a potential member while still in the Caul.
3. The locations of every major haunt for the Guild in the nearby cities, and the Guild names of the Grand Masters who oversee them; how to evaluate a
potential member for inclusion.
4. The location of every major haunt for the Guild for the wraith's country, and the Guild names of the Grand Masters who oversee them.
5. The political and social structure of the entire Guild.

Other Group Lores:

This is what a member of a specific Heretic, Renegade or Freewraith group would know. Each group will have different things available at different levels, as
each Group is different, but some basic truths are listed below.

Phantom Dot: The existence of that Group; the location of the meeting place or drop-off point the wraith knows of.

1. The location of the chief Haunt; the title of the highest leader; the names and uses of the most common Arcanoi her Group enjoys or allows, and their
markings; how to spot a potential member.
2. The location of every haunt the group holds in the city; how to spot a potential member while still in the caul.
3. The locations of every major haunt for the group in the nearby cities; how to evaluate a potential member for inclusion.
4. The location of every major haunt for the group for the wraith's country.
5. The political and social structure of the entire group.

Tempest Geography:

Tempest Geography covers a very large area -- if you’ll excuse the expression. Those who study its secrets learn of places, denizens, byways, navigational
tricks, strange destinations and ancient secrets not meant to reach the ears of many.

Note that this displaces the Tempest Lore given in Ends of Empire. It does not give the names of ranks of Spectres, nor any insight into their society -- that’s
Spectre Lore.

Phantom Dot: You know the Tempest exists, it’s a nasty storm, how to get into it and back, that Stygia’s in there someplace, and that it’s full of things that you
don’t want to be anywhere near. That’s about it.

1. You’ve learned a bit more. You know: how to change direction by spending Pathos; that there are calm paths called Byways, and that the River of Death
is the largest one; that the storms bring memories along with them; that Spectres aren’t the only threats in the storms, as pirates also brave the winds; a
beginner’s understanding of how time and space don’t work, here; and that there are strange creatures called Plasmics that live here as well.
2. You know your channels from your byways at this point. You also know: a few local byways and channels; that the best place to find a Ferryman is on the
River of Death; where the Spectres like to cluster near your Necropolis; how to get to Stygia, or the Labyrinth, from your Necropolis; the way to the
closest Dark Kingdom; whispers of the existence of Angelics and Demonics; the name of a well-known Zone; a better understanding of how time and
space don’t work in the storms; that the Hidden Ones are out there, somewhere.
3. You’ve learned of: sailors from the Dark Kingdom of Jade, and might be able to identify a Jade ship if you saw it; Dark Walkers (Pasiphae); places where
Spectres like to lurk between here and Stygia; one or two of the lesser Dark Kingdoms; a few Legendaries; a few more Zones; two kinds of pirates: those
who work for themselves, and the Soul Pirates who work for the Far Shores; the Far Shore the last band of Soul Pirates you fought off came from; The
presence of Heretics and Renegades out in the Storms; a fully functional understanding of how time and space don’t work, and ways to turn this state of
affairs to your advantage.
4. You know: how to get to all the Dark Kingdoms you’ve heard of; how to identify the different kinds of Plasmics; the worst zones and spectre ambush
spots in the parts of the Tempest you’ve traveled through; the names or descriptions of a few well-known Ferrymen; that the "fully functional
understanding" of the Tempest you had was wrong, again, but now you think you have it.
5. You’d like to say that there probably isn’t anything out there that you don’t know for sure, or at least have on good authority from someone who’s been
there, but you now realize just how large it all is. You’d have an easier time naming every grain of sand you came across, you think. All the same, you’ve
heard of the sort of places where no one likes to go (Enoch and Dis) and could name more than a few of the Far Shores, too. More importantly, you think
you may even understand just what The Tempest really is.

But, again, you could be wrong.

Spectre Lore:

Spectre Lore is a dangerous thing for Wraiths to be learning. Though it may give insights into their lives, society and ways that may save one’s corpus, that
insight comes at a price.

Most Wraiths’ understanding of Oblivion is minimal. They think It is a menace that lurks far away, sending ravening armies with the maelstrom winds. They may
"know" that the Shadow is connected to It, but the level of connection is not always as apparent to a Wraith as it is to the Wraith’s player. And the understanding
that a Spectre is just a Wraith who fell to their Shadow is a very frightening realization.

As a result, learning any more about Spectres than the most basic facts is psychologically harmful. This is not information that a Wraithly mind can handle
easily. It gives the Shadow more ammunition, and makes Oblivion seem that much closer, that much more real. In a perverse sort of way, it makes Oblivion
seem preferable to a near-eternity as a Wraith.

To emphasize this, a Wraith’s in-depth knowledge of Spectres must be balanced with a strong, inner will to go on. A Wraith can learn Spectre Lore up to their
current rating in the Eidolon background, and any dots in Spectre Lore learned past that give a point of Permanent Angst. Eidolon gained through roleplaying,
or other means, after the fact does nottake away the points of Angst previously gained in this manner.

For Example: Don’s Pardoner, Brother Fragile, has an Eidolon of 2. This means that he can learn Spectre Lore up to level 2 with no ill effects --
other than giving his Shadow more things to throw at him -- but if he learns it up to level 3, he will get a point of Permanent Angst. Even if he
somehow increases his Eidolon to 3, that point of Permanent Angst is still there.

Spectre Lore, for non-Spectres, acts a little like "Ghost Lore" for non-Wraiths. Some of the information learned will not be quite true, but the Wraith will never
know this for certain until she either sees proof of it, or becomes a Spectre herself. A dot in Spectre Lore, for a Spectre, is roughly equivalent to 5 dots in
Spectre Lore for a non-Spectre: once you’re hooked up to the Hive-Mind, the lies crumble away and the horrible truth is seen in all Its’ stark glory. And may Fate
help you, then...

Phantom Dot: the most basic of facts, combined with the shocking truth: that Spectres were just Wraiths who were lost to their Shadows. You may have been
told that, already, but now you know it’s true from personal experience, or irrefutable evidence. You also know how to spot a Doppleganger by looking her in the
eyes. Beyond that, false hopes and strange assurances are all that you "know" for sure.

1. You know that there are more kinds of Spectres than just the Doomshades and Dopplegangers. You can name a description of a different group, even if
you don’t know the name. You’ve gotten the idea that Spectres can’t see or hear so well. You know the description of one Dark Arcanos. You also "know"
a lot of other things, like how to stop Spectres from attacking by speaking aloud the 100 names of God.
2. You know that the Spectres seem to worship Oblivion, somehow. You know that they are short-lived things, and won’t be coming back when you kill
them. You have also intuited that they don’t seem to be able to see as much as you can: the sight of the Skinlands is dulled to them, somehow. You can
name a Malfean, even if you’re not sure what a Malfean is, or that the term "Malfean" exists at all. The false hopes of the past are replaced by newer,
more complex "truths" that might be partially true at best.
3. You have learned that some Spectres were never Wraiths. You know that the Malfeans are the gods of the Labyrinth, for Spectres, and know the names
of some of the major ones. You have the vague idea that they Spectres are all mentally connected, somehow. You have also taken a good, long look at
your Shadow and realized what sort of Spectre you might become, in time. The facts are starting to overwhelm the falsehoods.
4. You know the names of most of the Castes, and that Spectres are divided into one of two Camps, but the names of the Camps are not known. You
understand that the groups have a definite pecking order that seems to have something to do with how deformed they are. You realize that the Dark
Walkers you’ve heard of are Spectres. You also understand that Spectres are still plagued by their lost Psyches, however weakly.
5. Fate help you, you see the whole picture now. You understand the difference between the Kindling and the Barrow. You understand the difference
between the Onceborn and the Neverborn. You understand that you were wrong about the Dark Walkers, but you’re not completely sure what they are,
yet. And you also understand that, somehow, a Spectre might be turned back into a Wraith much as that Wraith became the Spectre.

 
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